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quote: Originally posted by LDiCesare
I don't like very much keeping both codes, but activating different codes for the player and the ai is definitely something I loathe.
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Ok, it's not that big a deal. Spreadsheets are definitely to be avoided.
On the step function thing, I think it's very important to get rid of that sort of behavior. Step functions lead to the need for micromanagement, and as you noted also make it hard on the AI. Not to mention being really annoying for the players.
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Your preferred solution sounds better to me.
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King
St. Louis
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Sep 1999 time: 04:53
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I still have yet to figure out what real signifigance RRF plays since if your wanting to riot for other reasons, your wanting to replace the ruler anyway.
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Prince
Louisiana
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Oct 1999 time: 04:53
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I mentioned this to Laurent already, though I don't know if he already has plans to fix it - the current testbed produces no riots whatsoever. I've mainly played with the social test scenario (since that's what it's there for) and the ancient agean scenario (since I'm finally getting around to tweaking the numbers on the simple tech system). I just thought this little bit of info should be here as well, incase someone else wanted to suggest 'fixes'.
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Prince
Louisiana
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Oct 1999 time: 04:53
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I didn't know about the repository problems, so it's probably just out-of-date files on my end.
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Sounds good Laurent. I'll have time to check it out over the Christmas break.
I wonder if we could use a global riot-severity setting for playtesting. That way one could reduce riots arbitrarily in a given scenario if riots were getting in the way of being able to achieve designer goals. It would also help to find the right overall balance between fun and riots if it were settable by individual playtesters.
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King
St. Louis
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Sep 1999 time: 04:53
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quote: Originally posted by LDiCesare
I added an event when rebels conquer a capital (provincial or civilization): They disappear after doing some major riots and change the policies and make the m unchangeable for 3 turns (the murder the ruler event, if successful, does the same). It needs tweaking, particularly for province capitals, but makes rebels more of a nuisance while having them disappear after they've got what they want. In particular, they can hardly be used as a buffer against incoming persians for instance. | Is 3 turns really enough? I mean, if it comes from bad to worse, wouldn't it be better to let the rebels take the capital, reset policies for 3 turns then go back to normal? Ideally squashing rebels is better, but if you can't, 3 turns is a small price to pay to get rid of them.
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